If you are like me you have many times wondered where the best location would be to farm for certain items. Here I have compiled a list of different locations where I have found to be the best to farm for items at. If you can add anything please let me know either by e-mailing webmaster [at] freewarcraftguides [dot] com.
Black diamond
-These drop from mobs in BRD. Each is worth loads because they are used in libram enchants and also the zg enchant. Worth around 50 times more than the blue version.
Black lotus
-This is a very rare herb which sells for quite a lot. Found in Winterpsring near the blue dragons cave, Mezthoril. Also found in Badlands, Silithus and Eastern Plaguelands.
Blood of the mountain
-These are mined from Dark Iron nodes in Searing Gorge, Burning Steppes, BRD and MC. Used in a quest, high end professions. These sell very well.
Dark Runes
-Drop from most mobs in scholo. Very useful for casters but are also used in crafting so are very expensive and needed by most people.
Deviate Fish
-These are fishable in the Barrens in Wailing Caverns. You do not have to go inside the Wailing Caverns instance to catch Deviates. They can be caught in any of the pools inside the Caverns before you get to the instance.
-The fish can also be caught in Lushwater Oasis, immediately south of the Caverns and in the Stagnant Oasis, south of the Crossroads/Ratchet road. Furthermore there will now occasionally be schools of Deviates so your drop rate is 100% if your cast lands within the swirl indicating the school.
Essence of Air
-Elementals in North West Silithus. No mobs actually have a high drop rate of this and these are all non elite and very easy to kill. Make sure you are killing the air elementals not the rock ones which do not drop it. Also they drop breath of wind etc which can be sold or used.
Essence of Earth
-These can be farmed in northwest Silithus in the far corner. Also these drop from Stone Guardians in Un'Goro but those are harder to kill because they are elites.
Essence of Fire
-Elementals in Un’Goro crater, Fire Plume ridge. I'm not sure but I bet this is one of the best places to farm for this.
Essence of Undeath
-I'm not too sure about these but have heard they have a high drop rate in Scholo and Strat.
Essence of Water
-Elementals in Felwood, Iron Tree woods. These have a high drop rate I believe and there is normally somebody farming them but they have a good respawn rate so no waiting.
Felcloth
-These drops from demons in Felwood and Azshara, also from demons in Dire Maul. Current price on my server is anywhere between 1.5 gold and 3 gold a piece. These mobs also have a very high drop rate of runecloth and are camped by gold farmers or used to be I believe.
Ghost mushrooms
-These are used in making a dye which is used in crafting. These are found in Feralas, Maraudon, Hinterlands and also drop of Tar Lords in Un'Goro.
Guardian Stones
-Drop from the elite guardians wandering around Un'goro. Though they are 61 Elites, they are extremely slow and soloable by most 60s. Stones are used in Cloak of Warding and sell for 3.5-5 gold a piece
Heart of fire
-Drop from elementals above level 45. Easily farmed from demons in North Felwood and also elementals in Un'Goro Crater.
Ichor of Undeath
-These drop from most undead mobs over level 50 (Eastern Plaguelands, Western Plaguelands, Azshara's lingering highbourne, Scholo, Strat, etc.). Used in a few patterns, most notably the new shard bags.
Incendosaur scales
-From beasts of the same name in searing gorge. Do not need to be skinned are just dropped. These are used to get up reputation for Thorium Brotherhood. These can also be sold for a high price.
Larval acid
-These drop from the grubs in Eastern Plaguelands at around 5% rate and sells for 8-10 gold a piece.
-Carrion Spawns/Devourers in Eastern Plaguelands and Western Plaguelands.
Linen Cloth
-Westfall is the best area for this. You can either clear out the mines or go kill some of the other humanoids. Simple yet effective!
Living Essence
-Tar elementals in Un'goro drop occasionally - better drop rates are found on the plants in DM East and West (Lashes in East, trees in west), sell for 8-10 gold each. Very rare as they are needed for Hide of the Wild.
Mageweave
-Most mobs in Tanaris drop a decent amount of this. Either the trolls who occupy the ruins or the humans that are called wastewanders (not the pirates).
-Deadwood furbolgs in Felwood. These are also farmed for rep with Timbermaw furbolgs so you can kill two birds with one stone.
Powerful Mojo
-Drop from trolls which are over lvl 55. Drop from elite trolls in ZG and also from undead trolls in Western Plaguelands. The Undead trolls are called Mossflayers. Used in profesions.
Primal Tiger Leather
-Skinned from tigers in ZG. These are not farmable except for in a ZG raid group.
Righteous Orbs
-These drop from humanoids i.e. scarlet soldiers etc in a stratholme scarlet run. Used in enchants and are very expensive. They also they drop off of Scarlet Elite's(that’s the name of the mob). They are in Western Plaguelands above the lumber camp.
Rugged Leather
-Yetis in Winterspring are easily the best. Southeast of Everlook in the ice thistle hills region are humanoids around level 53 which are skinnable. They do not drop cloth but many people kill them for a quest and are not skinners. So you can kill them loot some cash and skin them and also skin the mobs killed by others.
Runecloth
-Mobs in Tyr's Hand. These are mainly elite humanoids who are level 54. These can be killed easily by level 60s. Also these are very good for just farming gold as they are humans.
-Furbolgs in Winterspring. These are due east of Everlook and very easy to kill. Non elites so anybody can kill them. If you’re a mage its heaven just AOE and you can get a lot of runecloth.
-Ogres in Deadwind Pass. Like furbolgs they are non-elite but have more health. I would say that the furbolgs would be easier to kill.
Shadowcat Hides
-Skinned from Shadow Mars in Stranglethorn Vale and Swamp of Sorrows.
Silithis Chitin
-These are skinned from elites in Silithus. They can be vendored for 2 gold a stack. Also the elites drop an item for reputation with the bronze dragons and greys. Also when skinned they can drop a grey which is worth 1 gold for a stack of 20.
Silk Cloth
-Soloing SM is the best way due to the fact you get a lot of silk on 1 mob and money drops are decent. Also you can get the scarlet sets which sell very well and junk items can be vendored for money or disenchanted if you prefer.
-Killing harpies in Thousand Needles is another great way. They are not elite and don't have a whole lot of hit points so they can be easily killed by lower levels as they are level 28-30. They also drop Vibrant Plumes which can sell for around 80 silver per stack.
Spider silk
-These drop from Spiders in Stonetalon Mountains. Mainly around the entrance and exit of Deep talonpath which is the path to Ashenvale. They are around level 25 I believe.
Stonescale Eels
-Any high level coastal spot in Kalimdor (Tanaris, Feralas, Azshara) gives Stonescale Eels, which consistently sell for 1 gold or more each. However, please note the time of day, sometimes, you won't see anything and other times you will have excellent results. I have experienced better results with this late at night.
Thick Leather
-Most beasts which are skinnable in The Hinterlands drop thick leather when skinned. As mostly around level 49 they are easily farmable by 50s and 60s. Also you can get leather by skinning yetis which drop some as well.
Turtle Scales
-Skinned from any turtles. These can be found near Steamwheel Port, in the Hinterlands, Tanaris and in Hillsbrad Foothills. Used in Leatherworking.
Volatile Rum
-You can farm these at the pirate cave in Tanaris. It's a great leveling spot also!
Remember, this list is just starting and don't consider it to be a finished guide. If you know of a certain spot or two let us know by e-mailing me at webmaster [at] freewarcraftguides [dot] com. Be sure to bookmark this page and check out the other guides to find the best places to farm for gold.
Thursday, September 24, 2009
World of Warcraft Darkmoon Fair Guide
The Darkmoon Fair is just another fun thing to do in World of Warcraft. Mostly just fun and games but is there anything profitable that can come from it? This guide covers not only what the Darkmoon Fair itself is but also some profitable items that can come in handy for you!
The darkmoon fair comes to Mulgore or Elwyn forest once a month. There are no guards so it is possible to attend the other factions fair. THe muglore 1 is south west of Thunder Bluff while the Elwyn forest fair is next to Goldshire.
The fair comes with many fun and exciting options. You can exchange items for tickets which you can buy thigns with. You can use a massive cannon which fires you into the air a long way. You can buy extremely potent ale very cheaply. And last but not least you can give in Decks of cards scattered across Azeroth, to combine into an epic trinket.
The Epic Neck:
A good gear could mean Victory or Death when you fight someone or something (PvP, PvE, Grind, Instances).
For a “little” favor or whit a little work you can have an Epic Trinket!
The “Male” classes could profit mostly (DD Warrior, DD Paladin, Rogues or Hunters too) from the First one:
Amulet of the Darkmoon:
+10 Strength
+19 Agility
+10 Stamina
The second is Caster based (Maga, Priest, Paladins…)
Orb of the Darkmoon:
+11 Stamina
+8 Spirit
Equip: Increases damage and healing done by magical spells and effects by up to 22.
I counted a little, and it comet out, That it can be “gathered” from 1 Gold 20 Silver – To ~190 Gold PLUS
"How To"
When Darkmoon Fiery event is active, you can complete Q-ts to obtain tickets. And that is what we need. The Q-ts are repeatable, and that’s our luck! The “cheapest” Q-t items what you can give down till you have the 1200 ticket is Thorium Widget! Is an Engineering “component”.
1200 tickets = Epic Neck (one from above)
The Q-ts are Profession based, but this can be tricked out!
You will need a “Schematic: Thorium Widget” (Limited supply: 1G 20S by Vendors, 3G-10G+ at AH) If he knows it, even better for us
First: You need to find someone who has Engineering around lvl 260 (needed to create Thorium Widget-s) and tell him that you “pay” his Engineering skill to 300 if he helps you.
Now the numbers and the Countings
By the turn ins, you could count so:
6 Thorium Widget = 20 Darkmoon Fiery Ticket
1200 Ticket needed -> 1200:20 = 60 (turn ins total)
60*6 = 360 Thorium Widgets needed
Take 3 Thorium Bars + 1 Runecloth to create a Widget
So we need:
3 Thorium Bars * 360 Widgets = 1080 Thorium Bars (54 Stack)
1 Runecloth * 360 Widgets = 360 Runecloth (18 Stack)
You can farm Runecloths at “Trys Hand” from humanoids, or from Stratholme, Solomance, etc. Or You can by everything from AH 1 gold - 2 Gold / stack (at 1,5 gold -> 18stack*1,5= 27 Gold)
162 Gold
+27 Gold
1,2 Gold
--------
190,2 Gold
The Engineer makes the Widget (He levels up to 300 by the first 60-70), You turn in the Widgets, get the tickets and then “buy” your Neck. Everyone is Happy (I choused this one)
OR The other way:
You can turn in: Rugged Armor Kit
5 Rugged leather per Kit -> 8 Rugged Kit per turn in -> 40 Rugged Leather per turn in
1200 tickets - 60 turn ins => 40 * 60 = 2400 Rugged Leather needed to this.
480 Rugged Armor Kit needed in the end
You can farm it in Felwood, or in Winterspring (Guides to this you will find here somewhere ) Or Buy the Rugged leather in AH 1G-3G / stack (120 stack needed=> 120G-360G AND you need someone who can make it)
Or Buy the Rugged Armor Kits in AH 0,7G-2G+ (you will need 480! -> 336G-960G+ -> And when you BO all the Armor kit the price will go UP)
Ok here goes the one with dense stone:
SO you need 1200 tickets which = 60 x 20 hand ins AS the hand ins for Dense Stone are Grinding Stone you need 8 grinding stone for each hand in. Each Dense Grinding Stone requires 4 Dense Stone. Therefore = 4x8 for each hand in which equals 32 stone for 20 tickets So overall it equals for needed stone 60 x 32 This equals to 1920 Dense Stone
On my server Dense Stone is 2g but I’m sure it was a lot less when i bought all mine around 1g to 1g 50s. But I didn’t buy from AH as that is more expensive. But I’m using AH price which is around 2g.
So to find out the price you do 1920 divided by 20 then x 2
This equals to 192g.
But this is AH price and I bought it from people who had a large supply and couldn’t sell them. SO try to find people who have a large amount of it as then you may get it for a cheaper price. Also try to be nice to people as that helps.
Also another good way to do this is to farm thorium and mithril as these nodes drop this stone. ALso you can use the thorium for the above ones or sell it to buy more.
BUt price variues on each server and i would advice trying to buy for around 1g 50s to 1g 80s. This makes the price around 175g.
Notes:
- The Tickets are Soulbound when you get them, so turn it in only whit your main Char. The widgets and the Armor kits are free to trade / mail.
- When you turn in the tickets by every turn, you gain +100 Repu, so at the end you will gain 5400 Reputation! (Whit the Widget Turn ins, but I don’t know the Rugged armor patches Repu per turnin)
- You will need a “store” character for all that stuff, if you don’t have one or to already, but his Bank must be Empty.
- CT or other “Mass Mail” mods are strongly recommended, to these massive item movements.
To the next part which is on the cards
The Card Decks:
Across the world, there are scared decks of cards. When given in these each give an epic trinket in return. THis is the stats of them:
There are four sets of card decks which can be turned in for trinket rewards. To collect a set you must find all eight cards for the deck. The aces are dropped only by certain elite bosses, and the remaining cards are blue (rare) drops off of Level 45-60 Undead and Humanoid mobs.
* Darkmoon Card: Heroism
Equip: Sometimes heals bearer of 120 to 180 damage when attacking an enemy.
o Ace of Warlords - King Gordok (Dire Maul)
o 2-8 of Warlords - Lvl 45-60 Undead & Humanoids
* Darkmoon Card: Maelstrom
Equip: Chance to strike your melee target with lightning for 200 to 300 Nature damage.
o Ace of Elementals - Hydrospawn, Lord Incendius, The Windreaver, Avalanchion (elite elementals)
o 2-8 of Elementals - Lvl 45-60 Undead & Humanoids
* Darkmoon Card: Twisting Nether
Equip: Gives the wearer a 10% chance of being able to resurrect with 20 health and mana.
o Ace of Portals - Darkmaster Gandling (Scholomance)
o 2-8 of Portals - Lvl 45-60 Undead & Humanoids
* Darkmoon Card: Blue Dragon
Equip: 2% chance on successful spellcast to allow 100% of your Mana regeneration to continue while casting for 15 sec.
o Ace of Beasts - The Beast (Upper Blackrock Spire)
o 2-8 of Beasts - Lvl 45-60 Undead & Humanoids
As you can see these cards can drop of many different types of mobs. It is just the aces which are hard to find. How ever the ace of elementals can be farmed by any level 60, its better with 2 as you can easily avoid the mobs. I did it as hunter with druid but i didnt even use feign death once. Each of these trinekts is extremely good and i am currently trying to find the caster ones. Unluckily they are also the rarest of them all so im finding it hard.
Tank Games:
This is the bit i like, cos im a child inside.... Ok what it is, is a little control which youc an use which then creates a tank. In SW 4 of them can fight at once not sure in mulgore. THey can only attack each other and its very fun. They are basically little toy cars which you control. Each have a rocket and a speed boost but they also have special abilities. Some have motars and others flame throwers and shields. Overall its a very nice little feature which i rather enjoy. Make a competion with your guild who ever wins gets a few gold or something.
Big Cannon
THis is situated to the east in Elywn forest and im not sure in the Mulgore one. How ever what each of them is send you flying with attached wings. Each shot makes you go the same way, each one over a pool of water with a target. You are meant to get in this by getting rid of your wings. You do this by right clicking them. See its not all for the high levels.
In mulgore if you do not do this you will die when you hit a tent. Not very nice, nice big repair bills for me. In elywn you manage to hit a tree if you dont take them of so no damage which is kinda wierd. Face first into a tree and no damage. hmmmm ^^
Jubling!
Basically this is a fat little toad which you can require. You have to be high level to obtain it. All you do is throw 1 Dark Iron Ale mugs, another is needed for later, near Morja and her JubJub will appear. These ales come from BRD but they are tradeable to get a unique pet. They come from the bar area and it normally starts a fight if you steal them. I am not sure if youc an buy them but clear the placee then take is a better idea. How ever, in the end Morja has a question mark over her ehad and talk to her and she will ask for another. Give to to her and she givers you a jubjub egg. This takes a week to hatch and then you can a truely rare and unique pet...
THE BEER!!!
From the drink salesman comes a very cheap beer. I stack up on his as it is the strongest ingame and also is extremely cheap. I make trips to mulgore just to get this on my ally characters. Well worth the journey in my opinion.
Be sure to bookmark this page and check out the other guides to make HUGE amounts of World of Warcraft gold in this game or powerleveling guides.
The darkmoon fair comes to Mulgore or Elwyn forest once a month. There are no guards so it is possible to attend the other factions fair. THe muglore 1 is south west of Thunder Bluff while the Elwyn forest fair is next to Goldshire.
The fair comes with many fun and exciting options. You can exchange items for tickets which you can buy thigns with. You can use a massive cannon which fires you into the air a long way. You can buy extremely potent ale very cheaply. And last but not least you can give in Decks of cards scattered across Azeroth, to combine into an epic trinket.
The Epic Neck:
A good gear could mean Victory or Death when you fight someone or something (PvP, PvE, Grind, Instances).
For a “little” favor or whit a little work you can have an Epic Trinket!
The “Male” classes could profit mostly (DD Warrior, DD Paladin, Rogues or Hunters too) from the First one:
Amulet of the Darkmoon:
+10 Strength
+19 Agility
+10 Stamina
The second is Caster based (Maga, Priest, Paladins…)
Orb of the Darkmoon:
+11 Stamina
+8 Spirit
Equip: Increases damage and healing done by magical spells and effects by up to 22.
I counted a little, and it comet out, That it can be “gathered” from 1 Gold 20 Silver – To ~190 Gold PLUS
"How To"
When Darkmoon Fiery event is active, you can complete Q-ts to obtain tickets. And that is what we need. The Q-ts are repeatable, and that’s our luck! The “cheapest” Q-t items what you can give down till you have the 1200 ticket is Thorium Widget! Is an Engineering “component”.
1200 tickets = Epic Neck (one from above)
The Q-ts are Profession based, but this can be tricked out!
You will need a “Schematic: Thorium Widget” (Limited supply: 1G 20S by Vendors, 3G-10G+ at AH) If he knows it, even better for us
First: You need to find someone who has Engineering around lvl 260 (needed to create Thorium Widget-s) and tell him that you “pay” his Engineering skill to 300 if he helps you.
Now the numbers and the Countings
By the turn ins, you could count so:
6 Thorium Widget = 20 Darkmoon Fiery Ticket
1200 Ticket needed -> 1200:20 = 60 (turn ins total)
60*6 = 360 Thorium Widgets needed
Take 3 Thorium Bars + 1 Runecloth to create a Widget
So we need:
3 Thorium Bars * 360 Widgets = 1080 Thorium Bars (54 Stack)
1 Runecloth * 360 Widgets = 360 Runecloth (18 Stack)
You can farm Runecloths at “Trys Hand” from humanoids, or from Stratholme, Solomance, etc. Or You can by everything from AH 1 gold - 2 Gold / stack (at 1,5 gold -> 18stack*1,5= 27 Gold)
162 Gold
+27 Gold
1,2 Gold
--------
190,2 Gold
The Engineer makes the Widget (He levels up to 300 by the first 60-70), You turn in the Widgets, get the tickets and then “buy” your Neck. Everyone is Happy (I choused this one)
OR The other way:
You can turn in: Rugged Armor Kit
5 Rugged leather per Kit -> 8 Rugged Kit per turn in -> 40 Rugged Leather per turn in
1200 tickets - 60 turn ins => 40 * 60 = 2400 Rugged Leather needed to this.
480 Rugged Armor Kit needed in the end
You can farm it in Felwood, or in Winterspring (Guides to this you will find here somewhere ) Or Buy the Rugged leather in AH 1G-3G / stack (120 stack needed=> 120G-360G AND you need someone who can make it)
Or Buy the Rugged Armor Kits in AH 0,7G-2G+ (you will need 480! -> 336G-960G+ -> And when you BO all the Armor kit the price will go UP)
Ok here goes the one with dense stone:
SO you need 1200 tickets which = 60 x 20 hand ins AS the hand ins for Dense Stone are Grinding Stone you need 8 grinding stone for each hand in. Each Dense Grinding Stone requires 4 Dense Stone. Therefore = 4x8 for each hand in which equals 32 stone for 20 tickets So overall it equals for needed stone 60 x 32 This equals to 1920 Dense Stone
On my server Dense Stone is 2g but I’m sure it was a lot less when i bought all mine around 1g to 1g 50s. But I didn’t buy from AH as that is more expensive. But I’m using AH price which is around 2g.
So to find out the price you do 1920 divided by 20 then x 2
This equals to 192g.
But this is AH price and I bought it from people who had a large supply and couldn’t sell them. SO try to find people who have a large amount of it as then you may get it for a cheaper price. Also try to be nice to people as that helps.
Also another good way to do this is to farm thorium and mithril as these nodes drop this stone. ALso you can use the thorium for the above ones or sell it to buy more.
BUt price variues on each server and i would advice trying to buy for around 1g 50s to 1g 80s. This makes the price around 175g.
Notes:
- The Tickets are Soulbound when you get them, so turn it in only whit your main Char. The widgets and the Armor kits are free to trade / mail.
- When you turn in the tickets by every turn, you gain +100 Repu, so at the end you will gain 5400 Reputation! (Whit the Widget Turn ins, but I don’t know the Rugged armor patches Repu per turnin)
- You will need a “store” character for all that stuff, if you don’t have one or to already, but his Bank must be Empty.
- CT or other “Mass Mail” mods are strongly recommended, to these massive item movements.
To the next part which is on the cards
The Card Decks:
Across the world, there are scared decks of cards. When given in these each give an epic trinket in return. THis is the stats of them:
There are four sets of card decks which can be turned in for trinket rewards. To collect a set you must find all eight cards for the deck. The aces are dropped only by certain elite bosses, and the remaining cards are blue (rare) drops off of Level 45-60 Undead and Humanoid mobs.
* Darkmoon Card: Heroism
Equip: Sometimes heals bearer of 120 to 180 damage when attacking an enemy.
o Ace of Warlords - King Gordok (Dire Maul)
o 2-8 of Warlords - Lvl 45-60 Undead & Humanoids
* Darkmoon Card: Maelstrom
Equip: Chance to strike your melee target with lightning for 200 to 300 Nature damage.
o Ace of Elementals - Hydrospawn, Lord Incendius, The Windreaver, Avalanchion (elite elementals)
o 2-8 of Elementals - Lvl 45-60 Undead & Humanoids
* Darkmoon Card: Twisting Nether
Equip: Gives the wearer a 10% chance of being able to resurrect with 20 health and mana.
o Ace of Portals - Darkmaster Gandling (Scholomance)
o 2-8 of Portals - Lvl 45-60 Undead & Humanoids
* Darkmoon Card: Blue Dragon
Equip: 2% chance on successful spellcast to allow 100% of your Mana regeneration to continue while casting for 15 sec.
o Ace of Beasts - The Beast (Upper Blackrock Spire)
o 2-8 of Beasts - Lvl 45-60 Undead & Humanoids
As you can see these cards can drop of many different types of mobs. It is just the aces which are hard to find. How ever the ace of elementals can be farmed by any level 60, its better with 2 as you can easily avoid the mobs. I did it as hunter with druid but i didnt even use feign death once. Each of these trinekts is extremely good and i am currently trying to find the caster ones. Unluckily they are also the rarest of them all so im finding it hard.
Tank Games:
This is the bit i like, cos im a child inside.... Ok what it is, is a little control which youc an use which then creates a tank. In SW 4 of them can fight at once not sure in mulgore. THey can only attack each other and its very fun. They are basically little toy cars which you control. Each have a rocket and a speed boost but they also have special abilities. Some have motars and others flame throwers and shields. Overall its a very nice little feature which i rather enjoy. Make a competion with your guild who ever wins gets a few gold or something.
Big Cannon
THis is situated to the east in Elywn forest and im not sure in the Mulgore one. How ever what each of them is send you flying with attached wings. Each shot makes you go the same way, each one over a pool of water with a target. You are meant to get in this by getting rid of your wings. You do this by right clicking them. See its not all for the high levels.
In mulgore if you do not do this you will die when you hit a tent. Not very nice, nice big repair bills for me. In elywn you manage to hit a tree if you dont take them of so no damage which is kinda wierd. Face first into a tree and no damage. hmmmm ^^
Jubling!
Basically this is a fat little toad which you can require. You have to be high level to obtain it. All you do is throw 1 Dark Iron Ale mugs, another is needed for later, near Morja and her JubJub will appear. These ales come from BRD but they are tradeable to get a unique pet. They come from the bar area and it normally starts a fight if you steal them. I am not sure if youc an buy them but clear the placee then take is a better idea. How ever, in the end Morja has a question mark over her ehad and talk to her and she will ask for another. Give to to her and she givers you a jubjub egg. This takes a week to hatch and then you can a truely rare and unique pet...
THE BEER!!!
From the drink salesman comes a very cheap beer. I stack up on his as it is the strongest ingame and also is extremely cheap. I make trips to mulgore just to get this on my ally characters. Well worth the journey in my opinion.
Be sure to bookmark this page and check out the other guides to make HUGE amounts of World of Warcraft gold in this game or powerleveling guides.
World of Warcraft MidSummer Fire Festival Quest Locations
The new wow patch brought us another world holiday type event called the Midsummer Fire Festival. It seems to be pretty much a novelty quest line but can be fun also. I thought I would share the coordinates for the locations of the bonfires so you can enjoy the quest rewards without taking away too much time from the invasion of the scourge. I found these locations at various places on the internet. Check them out! The quest level is in brackets before the quest name and the coordinates are in the format (x,y) after the location name.
[25]Flickering FLames in Kalimdor
Objectives:
Visit the bonfires within Ashenvale, the Barrens, Darkshore, and Stonetalon Mountains, then speak with the Festival Flamekeeper.
Ashenvale (64,71)
Barrens (59,39)
Darkshore (41,90)
Stonetalon (59,72)
[25]Flickering FLames in Eastern Kingdoms
Objectives:
Visit the bonfires within Hillsbrad Foothills, Silverpine Forest, Westfall, and the Wetlands, then speak with the Festival Flamekeeper.
Hillsbrad Foothills (54,33)
Silverpine Forest (54,69)
Westfall (33,80)
Wetlands (51,17)
[60]Wild Fires in Kalimdor
Objectives:
Visit the Fire Festival camps located in Blasted Lands, Eastern Plaguelands, the Hinterlands and Searing Gorge, then speak with the Festival Flamekeeper.
Blasted Lands (54,31)
Eastern Plaguelands (57,72)
Hinterlands (62,53)
Searing Gorge (32,73)
[60]Wild Fires in Eastern Kingdoms
Objectives:
Visit the Midsummer camps located in Azshara, Silithus, Un'Goro Crater, and Winterspring, then return to the Festival Flamekeeper.
Azshara (41,43)
Silithus (78,19)
Un'goro Crater (70,76)
Wintersping (31,43)
[60]The Festival of Fire
Objectives:
Touch the bonfires within Orgrimmar, Thunder Bluff, and the Undercity, then speak to a Festival Talespinner within the capital cities.
Thunderbluff - Spirit Rise (21,26)
Orgrimar - Valley of Wisdom (40,33)
Undercity - Ruins of Lordaeron (66,36)
Alliance version..
Stormwind - The Cannals next to the Stockades (38,61)
Ironforge - Hall of Explorers (64,25)
Darassus - Rut'theran Village (56,92)
Be sure to bookmark this page and check out the other guides to learn quest and item locations in this game.
[25]Flickering FLames in Kalimdor
Objectives:
Visit the bonfires within Ashenvale, the Barrens, Darkshore, and Stonetalon Mountains, then speak with the Festival Flamekeeper.
Ashenvale (64,71)
Barrens (59,39)
Darkshore (41,90)
Stonetalon (59,72)
[25]Flickering FLames in Eastern Kingdoms
Objectives:
Visit the bonfires within Hillsbrad Foothills, Silverpine Forest, Westfall, and the Wetlands, then speak with the Festival Flamekeeper.
Hillsbrad Foothills (54,33)
Silverpine Forest (54,69)
Westfall (33,80)
Wetlands (51,17)
[60]Wild Fires in Kalimdor
Objectives:
Visit the Fire Festival camps located in Blasted Lands, Eastern Plaguelands, the Hinterlands and Searing Gorge, then speak with the Festival Flamekeeper.
Blasted Lands (54,31)
Eastern Plaguelands (57,72)
Hinterlands (62,53)
Searing Gorge (32,73)
[60]Wild Fires in Eastern Kingdoms
Objectives:
Visit the Midsummer camps located in Azshara, Silithus, Un'Goro Crater, and Winterspring, then return to the Festival Flamekeeper.
Azshara (41,43)
Silithus (78,19)
Un'goro Crater (70,76)
Wintersping (31,43)
[60]The Festival of Fire
Objectives:
Touch the bonfires within Orgrimmar, Thunder Bluff, and the Undercity, then speak to a Festival Talespinner within the capital cities.
Thunderbluff - Spirit Rise (21,26)
Orgrimar - Valley of Wisdom (40,33)
Undercity - Ruins of Lordaeron (66,36)
Alliance version..
Stormwind - The Cannals next to the Stockades (38,61)
Ironforge - Hall of Explorers (64,25)
Darassus - Rut'theran Village (56,92)
Be sure to bookmark this page and check out the other guides to learn quest and item locations in this game.
WoW Warrior Guides
WoW Warrior Guide To Being A Perfect Tank
Do you play a warrior but just don't know what is involved with being a great tank? This guide clears up that question and insures that you will be invited back instead of being shunned away.
Warrior's Guide To Understanding Threat
Do you play a warrior and wanted to understand threat so you could hold aggro much better? This World of Warcraft guide is a MUST READ for all warriors. If you are a warrior click here now!
Do you play a warrior but just don't know what is involved with being a great tank? This guide clears up that question and insures that you will be invited back instead of being shunned away.
Warrior's Guide To Understanding Threat
Do you play a warrior and wanted to understand threat so you could hold aggro much better? This World of Warcraft guide is a MUST READ for all warriors. If you are a warrior click here now!
World of Warcraft Warrior Guide To Understanding Threat
This guide originally appeared on the official World of Warcraft community forum. It is an older guide that I believe was last updated during the last week of January. With that being said, this guide is AWESOME! It's not only a fantastic guide for Warriors but for anyone that wants to know how threat truly ticks in this game.
This guide should be consider a "classic guide" and probably will later on. Some warriors after reading this guide were able to increase their warrior skills by 100%. That has been said quite a few times by quite a few players! Anyway, it is kinda long but here it is!
It's often said that we will never be able to work out the way threat and hate lists and mobs' AI works, because it's too complicated and unknowable, that we'll only ever have crude approximations and guesses. I've conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.
1) Definitions
We define "aggro" to be who the mob is attacking. We define "threat" to be a numeric value that each mob has towards each player on it's hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it's threat list with the most threat.
We define arbitratily that 1 point of unmodified damage gives 1 point of threat.
2) Gaining aggro on a mob Updated Jan 31
Suppose a mob is attacking player 1. In order for the mob to switch to player 2, he must do more than just exceed the threat of player 1. If he is in melee range of the mob, he will draw aggro when he exceeds 110% of player 1's threat. If he is outside melee range of the mob, he will draw aggro when he exceeds 130% of player 1's threat.
E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.
Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we'll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%. Testing for the non-melee range value is the same. Just replace it with a low damage ability such as a low level wand.
If player 2 has exceeded 110% threat but not 130% threat, they will draw aggro immediately if they do a threat-generating ability within melee range of the mob, but proximity alone will not cause the mob to shift to them.
This is only a description of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.
3) Threat modifiers from Warrior Stances
In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.
Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior's 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.
4) Threat does not decay
Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior's initial hit to losing aggro, the time taken was 496 seconds.
As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior's threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.
At this maximal rate of hate decay, the time taken for the warrior's threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.
5) Threat values for some warrior abilities Updated Jan 20
The following list is not exhaustive, but includes all the major tanking abilities.
Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.
Note: * All abilities do not include threat generated by their damage. This will be discussed more later.
Sunder: 261 (260.95 - 261.15)
Heroic Strike*: 145 (143.9 - 148.8)
Revenge*: 315 (313.9 - 318.3)
Revenge Stun: 25 (23.4 - 29.1)
Shield Bash*: 180 (175.4 - 180.3)
Shield Slam*: ?? 250 (estimated from Cop's data. More on that later)
Shield Block: 0 (0 - 0. Can be higher - more on this later)
Thunder Clap*: 130 (126.9 - 134.8)
Demo Shout: 43 (42.8 - 43.8)
Note that debuffs associated with abilities are not connected to the threat they generate. Demoralizing shout generates the same amount of threat whether the debuff is on or not. Sunder armor generates the same threat after 5 debuffs are on as when there are 0.
6) Healing, "you gain x ___", etc
Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.
Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate.
Abilities that put "you gain x mana" in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem.
Abilities that put "you gain x rage" in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.
Like healing, these only give threat if you are below the maximum.
7) Explaining Cop's 4.0 damage to heal ratio
Cop stated that in his tests, each point of damage by the warrior took approximately 4 points of healing by the priest, for the priest to get aggro. Here's how:
Warrior in defensive stance, with defiance: 1.45 multiplier
Gaining aggro from Warrior: 1.1 multiplier
Priest with discipline: 80% threat
Healing: each point gives 0.5 threat
Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.
8) Threat from pulling? Updated Jan 19
There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. However, there are advantages to having the tank pull, as explained in the next secion.
9) Taunt Updated Jan 19
Casting taunt causes three effects.
A) The warrior is given as much threat as the person who currently has the mob's aggro. Obviously if the warrior has aggro, this will do nothing. Also, this effect will not lower the warriors threat. For example, if player 1 has 100 threat and aggro, a warrior could have 105 but not aggro; after taunt he would still be on 105 threat.
B) The mob recalculates its actual aggro target. If the warrior was on the mob's hatelist before the original aggro target, the mob's actual aggro target will switch to the warrior. Otherwise, the mob will remember it's original target.
C) The normal taunt debuff. The mob is forced to attack the warrior, even if the warrior is not its actual aggro target.
The threat that the warrior gains from (A) is permanent, regardless of the outcome of (B). Note that it will not necessarily give the warrior the equal highest threat on the mob. If player 1 has 100 threat and aggro, Player 2 has 109 threat but not aggro, and the warrior has 0 threat, then the warrior is given 100 threat, not 109, so he could easily lose aggro to Player 2 after taunting.
10) Implications Updated Jan 19. Updated Jan 21. Note this section is just my opinion.
a) Let the tank pull! Then he will be first on all the mobs' hatelists, and his taunts will always return aggro to him.
b) Given that targets at range will only draw aggro when they have more than 130% of the mob's target's current threat, it's important for a tank to keep the mobs well away from the casters. If a healer does draw aggro and you taunt it off him, make sure you also move it away.
c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.
Best practice is to spam sunder, and use HS in between to soak up excess rage.
d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.
e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a compelling reason to use this.
f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.
The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That's about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren't taking into account autoattack damage, which makes the margins comparatively smaller.
g) There's no amazing super secret randomised blizzard aggro algorithm. The concepts are simple and the values can be fitted with nice numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.
Totally awesome World of Warcraft guide, wasn't it? If you have a comment or two about it you can either drop by the forums and post a message about it or you can drop by the blog and post a comment there if you would like. I want to make Totally FREE World of Warcraft Guides a fantastic site that players will come to again and again for great guides. Your feedback is extremely appreciated! Be sure to bookmark this page and check out the other guides to make HUGE amounts of gold in this game.
This guide should be consider a "classic guide" and probably will later on. Some warriors after reading this guide were able to increase their warrior skills by 100%. That has been said quite a few times by quite a few players! Anyway, it is kinda long but here it is!
It's often said that we will never be able to work out the way threat and hate lists and mobs' AI works, because it's too complicated and unknowable, that we'll only ever have crude approximations and guesses. I've conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.
1) Definitions
We define "aggro" to be who the mob is attacking. We define "threat" to be a numeric value that each mob has towards each player on it's hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it's threat list with the most threat.
We define arbitratily that 1 point of unmodified damage gives 1 point of threat.
2) Gaining aggro on a mob Updated Jan 31
Suppose a mob is attacking player 1. In order for the mob to switch to player 2, he must do more than just exceed the threat of player 1. If he is in melee range of the mob, he will draw aggro when he exceeds 110% of player 1's threat. If he is outside melee range of the mob, he will draw aggro when he exceeds 130% of player 1's threat.
E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.
Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we'll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%. Testing for the non-melee range value is the same. Just replace it with a low damage ability such as a low level wand.
If player 2 has exceeded 110% threat but not 130% threat, they will draw aggro immediately if they do a threat-generating ability within melee range of the mob, but proximity alone will not cause the mob to shift to them.
This is only a description of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.
3) Threat modifiers from Warrior Stances
In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.
Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior's 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.
4) Threat does not decay
Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior's initial hit to losing aggro, the time taken was 496 seconds.
As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior's threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.
At this maximal rate of hate decay, the time taken for the warrior's threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.
5) Threat values for some warrior abilities Updated Jan 20
The following list is not exhaustive, but includes all the major tanking abilities.
Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.
Note: * All abilities do not include threat generated by their damage. This will be discussed more later.
Sunder: 261 (260.95 - 261.15)
Heroic Strike*: 145 (143.9 - 148.8)
Revenge*: 315 (313.9 - 318.3)
Revenge Stun: 25 (23.4 - 29.1)
Shield Bash*: 180 (175.4 - 180.3)
Shield Slam*: ?? 250 (estimated from Cop's data. More on that later)
Shield Block: 0 (0 - 0. Can be higher - more on this later)
Thunder Clap*: 130 (126.9 - 134.8)
Demo Shout: 43 (42.8 - 43.8)
Note that debuffs associated with abilities are not connected to the threat they generate. Demoralizing shout generates the same amount of threat whether the debuff is on or not. Sunder armor generates the same threat after 5 debuffs are on as when there are 0.
6) Healing, "you gain x ___", etc
Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.
Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate.
Abilities that put "you gain x mana" in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem.
Abilities that put "you gain x rage" in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.
Like healing, these only give threat if you are below the maximum.
7) Explaining Cop's 4.0 damage to heal ratio
Cop stated that in his tests, each point of damage by the warrior took approximately 4 points of healing by the priest, for the priest to get aggro. Here's how:
Warrior in defensive stance, with defiance: 1.45 multiplier
Gaining aggro from Warrior: 1.1 multiplier
Priest with discipline: 80% threat
Healing: each point gives 0.5 threat
Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.
8) Threat from pulling? Updated Jan 19
There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. However, there are advantages to having the tank pull, as explained in the next secion.
9) Taunt Updated Jan 19
Casting taunt causes three effects.
A) The warrior is given as much threat as the person who currently has the mob's aggro. Obviously if the warrior has aggro, this will do nothing. Also, this effect will not lower the warriors threat. For example, if player 1 has 100 threat and aggro, a warrior could have 105 but not aggro; after taunt he would still be on 105 threat.
B) The mob recalculates its actual aggro target. If the warrior was on the mob's hatelist before the original aggro target, the mob's actual aggro target will switch to the warrior. Otherwise, the mob will remember it's original target.
C) The normal taunt debuff. The mob is forced to attack the warrior, even if the warrior is not its actual aggro target.
The threat that the warrior gains from (A) is permanent, regardless of the outcome of (B). Note that it will not necessarily give the warrior the equal highest threat on the mob. If player 1 has 100 threat and aggro, Player 2 has 109 threat but not aggro, and the warrior has 0 threat, then the warrior is given 100 threat, not 109, so he could easily lose aggro to Player 2 after taunting.
10) Implications Updated Jan 19. Updated Jan 21. Note this section is just my opinion.
a) Let the tank pull! Then he will be first on all the mobs' hatelists, and his taunts will always return aggro to him.
b) Given that targets at range will only draw aggro when they have more than 130% of the mob's target's current threat, it's important for a tank to keep the mobs well away from the casters. If a healer does draw aggro and you taunt it off him, make sure you also move it away.
c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.
Best practice is to spam sunder, and use HS in between to soak up excess rage.
d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.
e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a compelling reason to use this.
f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.
The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That's about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren't taking into account autoattack damage, which makes the margins comparatively smaller.
g) There's no amazing super secret randomised blizzard aggro algorithm. The concepts are simple and the values can be fitted with nice numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.
Totally awesome World of Warcraft guide, wasn't it? If you have a comment or two about it you can either drop by the forums and post a message about it or you can drop by the blog and post a comment there if you would like. I want to make Totally FREE World of Warcraft Guides a fantastic site that players will come to again and again for great guides. Your feedback is extremely appreciated! Be sure to bookmark this page and check out the other guides to make HUGE amounts of gold in this game.
WoW Warrior Guide To Being The Perfect Tank
For a warrior in the World of Warcraft, one of your most sought after skills will be as a tank with a group in an instance. There are many different dungeons and instance throughout the game, and you will constantly see people advertise for them, needing a tank, healer, and others to join them.
By making yourself a good tank, you will earn yourself many group invites to instances throughout your time as a WoW warrior. This, in turn, will earn you some great friends, great loot, and good killing fun.
To be a good tank, you first need to know how to handle your character in a fight. From the beginning of your toon to the end, you should know your best fighting tactics and you should be able to pick out the main mob to go for in a fight. During your training, you should be able to pick up weapons that will cause a lot of damage to a mob you are fighting and you should practice with it a lot to ensure that you know how to handle yourself when it comes to being in an instance. Gather all the training that you can, all the spells and abilities, and any enchantments or special armor that will help you during your fighting.
When you are invited to be in a group, and you have the time to run the instance, you should go. It doesn't matter if you have run that particular instance before or not, the more experience that you have with any instance, the better you can do overall in the game. If you aren't familiar with that particular instance, ask your friends or guild members who have been there for any tips or advice that they can give you. You can also check with some of the World of Warcraft websites that show quest information and give advice on different areas of the game.
Meet with your party and greet them all warmly, after all, they will be covering your behind while you are in the middle of the mobs. Ask politely for any buffs that will help you, or anything else that your group members can do or provide (such as potions or enchantments) that will allow you to be a better tank. Make sure that you make friends with the group healer, as they can be the difference in your run from a graveyard or a resurrection if you die.
Remember that you are the rock of the group. Others in the group will include a mix of healers, warlocks, hunters, rogues, and so on, and most will be casters.
Casters are usually physically weaker than warriors or hunters, and you should try your best to protect them by keeping the mobs on you, while they pick them off from a distance. Some group members, such as warlocks and hunters, will have minions or pets that will help tank. This can be great, especially if you are charging a large group of mobs and you know that you will be overwhelmed alone.
Mark the targets with different symbols for each different minion or pet, so your group members will know which ones to attack. If you aren't the group leader, ask them to do it for you so all of the tanks know where to go.
Once you are in the instance, you should be in the lead. If you don't know where you are going, and someone else does, let them lead, but stay right with them. When you see a mob, pause and make sure that everyone is ready, especially if it is a large group of mobs. Choose the highest level mob and mark it, as that is the one that you need to go for. Let the group know that you are ready, and then head in for your kill.
Use all your skills and abilities as a tank to kill the most powerful mob there. The others in your group will start picking off the others, or helping you with the one you have chosen. Once you slay that mob, move on to any others that are left standing. Make sure that you help to slay any mobs that are left so they don't hurt your other group members too much.
If an item comes up that is green, blue, or purple, and is one that you either need for a quest or that you can use or wear, it is always polite to ask if you can “need” the item instead of just doing it. More than likely, it won't be a problem, but there are always those few that will gripe about people needing. If you don't win it on a roll, it gives you the chance to go back to the instance with another group and regain the xp that you get from each instance until you gain the item you need to finish your quest.
Being a good tank is more than just knowing how to handle yourself in a fight, it takes a constant sense of where you are, what your strengths are, and how you can use them to become a great tank and to ensure that your group will make it through.
Keep your eye on this site as new guides are added each and every week. Be sure to bookmark this page and check out the other class specific guides to help make you a great player in this game.
By making yourself a good tank, you will earn yourself many group invites to instances throughout your time as a WoW warrior. This, in turn, will earn you some great friends, great loot, and good killing fun.
To be a good tank, you first need to know how to handle your character in a fight. From the beginning of your toon to the end, you should know your best fighting tactics and you should be able to pick out the main mob to go for in a fight. During your training, you should be able to pick up weapons that will cause a lot of damage to a mob you are fighting and you should practice with it a lot to ensure that you know how to handle yourself when it comes to being in an instance. Gather all the training that you can, all the spells and abilities, and any enchantments or special armor that will help you during your fighting.
When you are invited to be in a group, and you have the time to run the instance, you should go. It doesn't matter if you have run that particular instance before or not, the more experience that you have with any instance, the better you can do overall in the game. If you aren't familiar with that particular instance, ask your friends or guild members who have been there for any tips or advice that they can give you. You can also check with some of the World of Warcraft websites that show quest information and give advice on different areas of the game.
Meet with your party and greet them all warmly, after all, they will be covering your behind while you are in the middle of the mobs. Ask politely for any buffs that will help you, or anything else that your group members can do or provide (such as potions or enchantments) that will allow you to be a better tank. Make sure that you make friends with the group healer, as they can be the difference in your run from a graveyard or a resurrection if you die.
Remember that you are the rock of the group. Others in the group will include a mix of healers, warlocks, hunters, rogues, and so on, and most will be casters.
Casters are usually physically weaker than warriors or hunters, and you should try your best to protect them by keeping the mobs on you, while they pick them off from a distance. Some group members, such as warlocks and hunters, will have minions or pets that will help tank. This can be great, especially if you are charging a large group of mobs and you know that you will be overwhelmed alone.
Mark the targets with different symbols for each different minion or pet, so your group members will know which ones to attack. If you aren't the group leader, ask them to do it for you so all of the tanks know where to go.
Once you are in the instance, you should be in the lead. If you don't know where you are going, and someone else does, let them lead, but stay right with them. When you see a mob, pause and make sure that everyone is ready, especially if it is a large group of mobs. Choose the highest level mob and mark it, as that is the one that you need to go for. Let the group know that you are ready, and then head in for your kill.
Use all your skills and abilities as a tank to kill the most powerful mob there. The others in your group will start picking off the others, or helping you with the one you have chosen. Once you slay that mob, move on to any others that are left standing. Make sure that you help to slay any mobs that are left so they don't hurt your other group members too much.
If an item comes up that is green, blue, or purple, and is one that you either need for a quest or that you can use or wear, it is always polite to ask if you can “need” the item instead of just doing it. More than likely, it won't be a problem, but there are always those few that will gripe about people needing. If you don't win it on a roll, it gives you the chance to go back to the instance with another group and regain the xp that you get from each instance until you gain the item you need to finish your quest.
Being a good tank is more than just knowing how to handle yourself in a fight, it takes a constant sense of where you are, what your strengths are, and how you can use them to become a great tank and to ensure that your group will make it through.
Keep your eye on this site as new guides are added each and every week. Be sure to bookmark this page and check out the other class specific guides to help make you a great player in this game.
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